Wild Hunt Archer
Creature 16 (rare) — fey, wild-hunt
Pre-Remaster content. May include legacy alignment.
SniperWeaverLANDfey
These lithe, androgynous humanoids have pointed ears, glowing green eyes, and hair that flows softly at all times as if in a gentle breeze. They are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they often rely on wild hunt horses to provide increased mobility. Rather than carrying normal arrows, they can produce arrows as needed from magical quivers-these quivers do not function in this manner for a
Source: kingmaker-bestiary (Pre-Remaster)
Perception +30; greater-darkvision, scent (imprecise) 30 feet, truesight 60 feet; greensight
Languages aklo, common, fey; speak with animals; speak with plants
Skills acrobatics +32, athletics +30, intimidation +32, nature +27, stealth +32, survival +30
Str
+6
Dex
+8
Con
+6
Int
+3
Wis
+6
Cha
+6
Items Living Bow, Leather Armor
AC 39
Fort +26
Ref +32
Will +28
HP 340
Weaknesses cold-iron 15
Speed 25 feet
Offense
Melee Horns (agile, magical) +30, Damage 3d12+12 piercing
Ranged Living Bow (deadly-d10, magical, propulsive, volley-30) +32, range 100 feet, Damage 1d6 cold plus 3d8+12 piercing
Abilities
Greensight — The wild hunt archer ignores the Concealed condition from leaves and other foliage.
Planar Acclimation — The wild hunt archer treats the plane it is located on as its home plane.
Wild Hunt Link (aura, magical) — 500 feet. A wild hunt archer grants wild hunt other than archers the ability to target Concealed creatures with ranged Strikes without having to succeed at a DC 5 flat check.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Instinctive Cooperation — The wild hunt archer automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.
Wild Gaze (aura, fear, incapacitation, mental, primal, visual) — 30 feet. Those who meet the gaze of a wild hunt archer come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 34 Will save to resist becoming Slowed 1 (Slowed 2 on a critical failure). The wild hunt archer can deactivate or activate this aura by using a single action, which has the concentrate trait.
Focus Gaze (concentrate, fear, incapacitation, mental, primal, visual) — The wild hunt archer fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt hound's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be Paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt archer's next turn.
Infuse Arrow (magical) — The wild hunt archer Casts a Spell with a range of touch and then makes a ranged Strike with their living bow. If they hit a creature with that Strike, that creature is also targeted by the spell's effects. If the Strike misses, the spell is wasted.
Alternatively, the wild hunt archer can Cast a Spell that affects an area and then make a ranged Strike with their living bow. If they hit a creature with that Strike, the spell takes effect centered on that creature, and the creature struck takes a -2 circumstance penalty to any save against the spell's effect. If the Strike misses, the spell is wasted.
Alternatively, the wild hunt archer can Cast a Spell that affects an area and then make a ranged Strike with their living bow. If they hit a creature with that Strike, the spell takes effect centered on that creature, and the creature struck takes a -2 circumstance penalty to any save against the spell's effect. If the Strike misses, the spell is wasted.
Living Bow (primal) — The wild hunt archer carries a manifestation of their archery in the form of a living bow. This weapon functions as a +2 greater striking frost composite longbow as long as it is wielded by the wild hunt archer, but in any other creature's hands the living bow functions as a normal, nonmagic composite longbow. A wild hunt archer can manifest a replacement living bow if its previous one is lost or destroyed by performing a one-minute activity that has the concentrate trait. A living bow appears to be made of wood and constantly sprouts leaves that turn autumnal colors and drop away; it's bowstring is a glowing green line of energy. A wild hunt archer spontaneously generates arrows as needed from its quiver when using a living bow.
Seeking Shots — The wild hunt archer's ranged Strikes and spells with ranged attack rolls ignore their target's Concealed condition.
Primal Innate Spells DC 37, attack +29
8th Polar Ray
7th Eclipse Burst, Finger of Death
6th Disintegrate, Stone Tell, True Seeing (Constant)
5th Cloudkill, Wall of Ice
4th Speak with Plants (Constant)
3rd Vampiric Touch (×3)
2nd Speak with Animals (Constant)
Cantrips (8th) Know Direction
WORKS WELL WITH
AnvilLANDAn anvil that holds the front line ensures enemies stay outside this sniper's volley range while the archer delivers precise shots.
FlankerLANDA flanker that creates off-guard conditions allows this sniper to land deadly critical hits more reliably.
WeaverLANDA weaver that slows or restrains enemies keeps them at the optimal distance for this sniper's volley-limited bow.
PUNISHES
✖ concealment✖ low Will✖ standing still
Another sniper creates volley range overlap without gaining adjacency advantages.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Wild Hunt Archer in the encounter builder — free, no install.
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